#Mirage
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I however am probably gonna get the filter for OBS only to lower the gpu usage that Broadcast uses
That might fix the mic chopping issue
might also help with laughter we'll see
Get a separate card for recording
Nah lol
Unironically - looking into intel arc for av1 recording might be curious
I removed the Nvidia Broadcast app, I never even knew it had an issue with increasing gpu usage tbh I just got rid of it cus it was causing too many audio issues
Tbf it should not really put that much of a strain as encoder/decoder modules are kinda separate so it's fun
Maybe some power restraint for whatever reason?
friend had an a770 for streaming (no separate pc tho) and had a ton of crashes, especially with their vtubing software open
Nah it's a known issue with the app
The App unfortunately is abandoned
and hasn't been updated in a long time so
It explains a lot
Well... Tbf in past they had lots of troubles with driver support so yeah. I am more curious about how well is it nowadays
Besides it was about just normal streaming, i think, for which arc should not really have a lot of issues
It mostly happened when launching games audio would become choppy for a bit
The Broadcast app is just poorly designed
Actually in Phasmophobia i had audio being choppy due to my cpu being shit, i think, kinda fun how somewhere it's gpu and in other places it's cpu
Phasmophobia also just recently got sorta optimized but even still it's most recent update is having performance issues I know Insym went on a rant recently about it
Idk, i've been cramping settings to max, 3060 seems to handle it fine(1080p 120fps). I would assume you got better gpu
anyone know what is the problem ? everytime I install mirage the game don't start and crash handler load
ur probably missing dependencies, i recommend just getting r2modman
Iam already using r2modman
BepInEx-BepInExPack-5.4.2100
299792458-MoreMoneyStart-2.1.0
AinaVT-LethalConfig-1.4.2
Bobbie-MetalRecharging-1.0.0
KoderTeh-Boombox_Controller-1.2.4
Rune580-LethalCompany_InputUtils-0.7.7
Midge-PushCompany-1.2.0
FlipMods-TooManyEmotes-2.1.25
Shadow3layer-Infinite_Running-1.0.0
x753-More_Suits-1.4.3
Verity-TooManySuits-1.1.0
NomnomAB-RollingGiant-2.6.0
Evaisa-HookGenPatcher-0.0.5
Evaisa-LethalLib-0.16.1
Evaisa-LethalThings-0.10.6
x753-Mimics-2.6.3
quackandcheese-ToggleMute-1.3.1
Gemumoddo-LethalEmotesAPI-1.13.1
Gemumoddo-BadAssCompany-1.1.11
FlipMods-ReservedItemSlotCore-2.0.31
FlipMods-ReservedFlashlightSlot-2.0.6
FlipMods-ReservedWalkieSlot-2.0.5
5Bit-VoiceHUD-1.0.4
Bobbie-UniTask-2.5.0
Bobbie-NAudio-2.2.2
qwbarch-BarchLib-1.0.2
qwbarch-Mirage-1.8.1
mad respect for not having a mod that turns the players into goofy ahh characters
i think i have 2 of those mods but i never even use them lmao
Mmm... ThiccccCompany...
i dont see anything wrong, the logs dont show any errors either so i honestly have no clue why it'd be stuck
sorry wasn't able to help
Id probably just lower the mods in the pack until it works
well that's a first
hesa found out mirage doesn't let you join a lobby
and the solution was to use a vpn
and now it works
but mirage just uses steam's network ๐ค

I don't think you can use Mimics and Mirage at the same time
plus Mirage has that functionality already in it right, just disabled on default
oh this is the ||door ||mod isn't it
then my advice is remove any dated mods that haven't been updated in a long time, and if you need that functionality, look for other mods that are more recent that can do so. For example, moremoneystart can I think be replaced with a config option in GeneralImprovements
anything that isn't necessary to gameplay should be removed one by one til you find the conflict
I noticed that KarmaForBeingAnnoying in your modlist never had the loaded line, just loading, so maybe that's the cause
I tried to enter with only mirage mod and I wasn't able to enter the game so when I used VPN it fixed
if a vpn fixed it, maybe you're having some weird networking issue
potentially with a late lobby join mod or a large lobby mod
https://www.twitch.tv/lunxara/clip/ZanyArborealRedpandaBlargNaut-NeCvwqMvKMadMqCw Matty: "Ahhhh" The bees in his voice: "I tried to get inside"
XD
LMAOO wtf the "js said i'm down" was such a good followup clip
XD
sadly it's my country issue
https://clips.twitch.tv/SpikyFamousSmoothieTwitchRPG--D4x9RdQhPPXQOxO @deft cape @green knot ๐ญ
Oh pitch work on this mod too xD
lmao what mod is that
RandomEnemiesSize by Wexop XD
Oh god, what does super large sound like
darth vader? :0
@spring laurel lol https://clips.twitch.tv/SmoothLuckySashimiBleedPurple-rSnkcdxTwLnn2V-8
LOOOOOOOL THATS SO PERFECT
Ikr XD
Ever see if the AI getting set to outside by mirage was the cause of that bug?
https://clips.twitch.tv/MoistBlazingDogeCoolStoryBob-s0RL83T119x4biFX @deft cape @spring laurel
LOL
I love how the normal tulip snake sounds aren't touched
But the voice mimicing
๐ญ
Man this mod combiend with GI's changes to masked enemies made it real fuckin confusing. I hadnt known they could also get the equipment of people so i saw one with a flash light and assumed it was my friend cuz they responded to em whenever I spoke and then ended u prealizing it was a mimic when they said a weird line and got chased int oa dead end room lmaoo
GI's changes?
checks Oh GI and Mirage make the same changes im just a lil dummy, tho GI makes it so they dont spin so much on the radar which caught my friend off guard
oh yeah maybe i should disable radar spinning as well
didn't know GI allows masked to carry equipment now though, that's nice
Im p sure its cuz GI has the F for flash light button so it puts the flash light on your shoulder and the masked will keep that which is neat and caught me entirely off guard as i hadnt known aha
Yeah model attachment mods will do that. Like how reserved item mods will add items to a masked mimicking a player
Oh, i thought the reservedflashlightslot did the shoulder thing
It might be that one and i spaced out ob the mods that do little thingd lioe that aha
hey this is a super random feature request
but im curious
how easily could you implement only haunted players being allowed to hear ghost girl when her player voice is enabled
would be sorta cool
i guess it kinda defeats the point of voice synching but it is sorta weird hearing player voices from the ghost girl who basically doesn't exist on your client
might also be nice if it could be disabled when ghost girl is invisible to you as the haunted player
i thought that was already a thing
maybe im just confused
but i'm pretty sure i've noticed player voices coming from nowhere when im not being haunted
having only masked, ghost girl, and dogs enabled
(actual insanity)
dress girl should be muted when she's invisible, not sure about only being heard by the haunted player though
this is already a thing, if it's not working properly then i guess it's bugged :/
are you using a mod manager or are you manually editing configs
that looks like gale's ui to me
its gales
it seems it crashed whilst a masked was attempting to mimic a player who was scaled with little company, the player in question also had a modelreplacementapi suit on at the same time
all mods mentioned are on their latest versions
incase its needed here's the full log as well as the full modlist
im not sure which mod mentioned is causing the issue, but i figured to post it here since its an issue with masked it seems
not sure why the config would have issues parsing if ur using a mod manager
in any case i'd report that to gale instead, that's not a mirage issue
@wicked wedge these are the last errors in the logs, i'd recommend looking into those mods instead
[08:24:08.2299119] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LittleCompany.components.ItemScaling.ResetItemProperties () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
LittleCompany.components.ItemScaling.OnDestroy () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
UnityEngine.Object:DestroyImmediate(Object)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:AddReservedItemsToMaskedEnemy(MaskedPlayerEnemy)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:Update(MaskedPlayerEnemy)
MaskedPlayerEnemy:DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)
[08:24:08.2299119] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LittleCompany.components.ItemScaling.ResetItemProperties () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
LittleCompany.components.ItemScaling.OnDestroy () (at <674e5d878e1f43afbf2fa43e3c0dbe43>:IL_0006)
UnityEngine.Object:DestroyImmediate(Object)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:AddReservedItemsToMaskedEnemy(MaskedPlayerEnemy)
ReservedItemSlotCore.Patches.MaskedEnemyPatcher:Update(MaskedPlayerEnemy)
MaskedPlayerEnemy:DMD<MaskedPlayerEnemy::Update>(MaskedPlayerEnemy)
mirage has been throwing lots of errors like this lately
Yeah
I tried letting @deft cape know but he's not been replying
do I need all 3 dependencies? because everytime I try to place the one and then the other, it tells me to replace the current files of the first one I had
i think you just accept if you're installing manually
just replace it and it'll work
if you're doing everything correct
cause its replacing the same files every package has
so I start from the top then down right?
wont matter
when'd this start happening? sounds more like another mod is breaking mirage
mb i didnt notice, is it the exact same error for u
if it just started happening it's def another mod screwing with something they shouldn't be
i noticed it a few sessions ago, if that's the case i'll do the standard trouble shooting stuff
kk lmk how it goes
@deft cape i have narrowed it down to a specific mod: StarlancerMoons
Huh?? For mirage??
maybe its just tired
Mirage configs does a lot of work keeping the configs together
they need a nap
guys I got accepted into my dream uni lessgoo
Thank u thank u
@twilit monolith any ideas?
thats for v2, if u dont know what it's about, you can read up on it here: #1200695291972685926 message
DUB grats bro ๐ฅบ
could you send your logs? if it's failing to generate the config, something might be erroring on startup
nvm it works now
ah nice
Ive got the game dir wrong
Thanks a ton feels great
I got into computer science to be specific
also just an update on v2: sorry for the constant delays, i'm just really burnt out so i keep end up getting side tracked. currently taking a break from mirage for a bit again just to play the new path of exile league for a bit, and then i'll resume work on mirage afterwards, which is hopefully going to be the beta test soonafter
lc modder wen
let mirage rest
it needs its sleepies
its worked so hard
its needs a choccy milk too
thats wild, makes sense it needs a gpu
gon be good practice :>
Uhhhh, no
What is your code trying to do there?
the specific line that's erroring is just looping through each SpawnableEnemyWithRarity that exists in each level, and then checks if enemy.enemyType.enemyPrefab.GetComponent<MaskedPlayerEnemy>() is null.
the problem here seems to be that enemy (the SpawnableEnemyWithRarity) is null, or what it references is null
and if the SpawnableEnemyWithRarity itself is null, there's a null being added to the level.Enemies list
forgot to mention, @rain mountain if u want a quick fix for that you can just set EnableOverrideSpawnChance to false, and use something else to modify the spawn rates
Hm. My understanding is that LLL should swap out my blank reference for the appropriate vanilla asset, so I'm not sure why that's happening, but I'll be updating my moons to a more compatible SelectableLevel format, since it interferes a bit with LethalCompanyVariables
@rain mountain do you use LCV by any chance?
nah i don't
Well, still may be related anyhow
Might wait for v60 since that's looming over us. Just got back from a vacation and started on building a new deck for my house, and I'm quite tuckered out ๐คญ
v60 is coming soon already? that was fast
It's a much smaller update and stuff that was already being worked on from what I understand, some mechanic changes for a few enemies, new scraps and new tile variety for the vanilla interiors
it's going to include new creatures
as many as 3
new scraps and new tiles are confirmed with "new interiors" as a maybe
I've heard mechanic reworks for 3 creatures lol
He said most likely New Interiors will come later if I remember
idk where you heard "mechanic reworks" because he hasn't said anything about that in the official channels
Someone said that's what was on the Patreon before
new interiors have been a can kicked down the road for a while now, and i'm a bit skeptical he'd have time for them with how quickly v60's turnaround was
but it is still on the table nonetheless
Idk how your moons would be causing this, the issue started very recently
There's at least 3 creature mechanics I'm trying to work out
That doesn't mean mechanics that are already in the game, it means mechanics he wants to implement through new creatures. He just didn't know exactly what those creature will be yet
Ah fair
Well I hope the Vain Shrouds get some changes
Badly
They suck horribly atm
๐
Here's hoping that v60 magically quashes all of our errors ๐คญ
Seems the mirage lines play earlier for you, it was even more comedically timed for me
is there a possibility to make masked turn into a player ragdoll upon death? It would be great to troll friends with, because they'd think they just killed a real person
lmfao
yeah it's cuz of networking, it'll play immediately on the host while the clients play it after they receive the audio data
you're better off asking in #1188298686560739389, i'm too burnt out to add any new features sadly
will v2 fix this issue? it's a bit annoying asking my friends did you hear that? and they say no
aw well that's ok. Don't overwork yourself!
timing is definitely closer. it won't be exact, but it should be close enough that it's not noticable
great
XD
That was Mac laughing after not the Coilhead lmfao
oh i thought it was the coilhead again ๐คฃ
[20:39:27.8098033] [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
[email protected] (SpawnableEnemyWithRarity enemy) (at /Mirage/Patch/RegisterPrefab.fs:75)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (SpawnableEnemyWithRarity delegateArg0) (at <b856c24b535e00050667e0cdf092dac6>:IL_0000)
System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) (at <787acc3c9a4c471ba7d971300105af24>:IL_004C)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (Microsoft.FSharp.Core.Unit unitVar0) (at /Mirage/Patch/RegisterPrefab.fs:78)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] guard, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] body) (at /Mirage/Patch/RegisterPrefab.fs:IL_0009)
... repeats last line a dozen times.
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (System.IDisposable enum) (at <b856c24b535e00050667e0cdf092dac6>:IL_0038)
Microsoft.FSharp.Core.Operators.Using[T,TResult] (T resource, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] action) (at D:/a/_work/1/s/src/FSharp.Core/prim-types.fs:5214)
Mirage.Patch.RegisterPrefab+modify natural spawns for masked [email protected] (MaskedPlayerEnemy _arg2) (at /Mirage/Patch/RegisterPrefab.fs:77)
FSharpPlus.Control.Bind.op_GreaterGreaterEquals[T,E,U] (Microsoft.FSharp.Core.FSharpResult`2[T,TError] source, Microsoft.FSharp.Core.FSharpFunc`2[T,TResult] k) (at <e68e201c5389fd652badc99bd11d87ee>:IL_0000)
Mirage.Patch.RegisterPrefab+RegisterPrefab.modify natural spawns for masked enemies () (at /Mirage/Patch/RegisterPrefab.fs:56)
(wrapper dynamic-method) TimeOfDay.DMD<TimeOfDay::Start>(TimeOfDay)
As far as I can tell everything works still. Just reporting incase you gather something from this I'm not.
do you have StarlancerMoons?
Yes I do
that would be why. not sure when it'll be resolved
i thiiiink it's breaking the override masked spawns setting? @twilit monolith any chance you can take a look at this now that you're able to work on modding again?
Did this occur on one of my moons?
I believe it was just when loading into the ship, not having landed.
Ah right, I forgot the circumstances of that error. After v60 drops, I'll update my mods and that error should go away
Best I can tell it's harmless, which is why I'm only reporting it now after I've cleaned up a bunch of other errors. Maybe it causes issues on Starlancer moons, but I hadn't caught on to that.
Yeah I think it's just a brief thing where Mirage says "Hey, I can't see your things. SHOW THEM TO ME" and my moons just blindly walk past it
cant find config file? ive been told its mom.llama smt but its not here
Aiming for compatibility with this mod and trying find out what happens with the masked model, as i'm unable to change the meshRenderer materials while having this mod on. Only after a few seconds after disabling the "MimicPlayer" component. Could someone give me a quick hint in the right direction, please? Been looking through the source code, without success so far :)
I thought the model isn't touched by mirage. Could be wrong tho
I know there's a bug going on with the masked models going invisible, seems to be a game bug though, not a mod bug
Is this mod able to be used with "Maskedoverhaulfork" or nah
quite a bit of feature overlap but it does anyways. "Dont Touch MaskedPlayerEnemy.mimickingPlayer" should just be enabled in the MEOF config.
have you run the game once after downloading the mod? the config is generated at runtime
as far as im aware, the only thing i touch in the model is disabling the masked texture, but that shouldn't be causing issues: https://github.com/qwbarch/mirage/blob/43baec0884a39e0ebec8b9718f9836f6f2b30ea1/package/mirage/src/Mirage/Patch/SpawnMaskedEnemy.fs#L122-L128
could you show some logs of the error?
There aren't any errors. I go through any meshRenderer in the MaskedPlayerEnemy gameobject and through the 3 LOD SkinnedMeshRenderer and replace the materials. Without Mirage it works, while with it only does a few seconds after spawning the masked. Will continue looking for something that could cause this behaviour later today :)
@pine creek could you try enabling masked textures in the mirage config and see if that fixes it
Yea I did but still can't find it ๐ฅด
"EnableMask" in the config?
found out that waiting for a frame till changing materials works just fine ๐๐ป will take that^^
anyone know if its possible to add nametags to the mask?
are you using r2modman?
doesn't GI do this?
Set to true to never delete recordings (ignores the option set by DeleteRecordingsPerRound).
Would this mean after like, 15 hours of play I'd have an insane amount of recordings?
Tho after game closes they get deleted right?
Or would they stay anyway?
GI you can either add nametags or just remove all player names
Also recommended to disable masked spinning on the radar
Uh no, I'm using thunderstore
if you set it to true they'll stay, so you'll eventually have a ton of recordings
if you leave it at false then it'll get deleted when you close the game
hm not sure then sorry ๐
So in theory I could prune the unconvincing recordings and only keep ones that could trick my friends?
well as soon as you talk it's gonna fill up again, so there's not much of a point on doing that
better to just wait for v2 if you want something better
if you want to read up on it: #1200695291972685926 message
Oooo very cool
would you know what is causing mimiced voices to be distorted?
like the sound of the voices from mobs sounds different than the original voice
do u have randomsizes mod?
it has an option to change sound pitch and it affects mirage too
i found out about that the hard way lmao
Ohh gotcha ^^ that's great to know, thank you
you're welcome
Chat me and my friends played the other night but one of my friends couldn't get this mod to launch. I couldn't figure it out and we just played without it. When the console pops up when launching the game it would give an error and skip Mirage. I was wondering if anyone else has encountered this problem
For some extra context the musical ghost mod also didn't load
When I get on tonight I'll try removing ghost mod too
I have a TON of mods, and never ecnounctered any issues with mirage, I mean on bootup it throws some errors at me, but other than that it works fine
Disable Multithreading on LoaforcSoundAPI if you have LethalResonance.
It reduces A LOT the crashes on the bootup
Hello! My friends is gettings these error messages in cmd
mb i completely forgot to look at this channel recently
do you use a modmanager? or custom install? if you're doing a custom install i recommend using r2modman instead
usually startup issues is because people are missing dependencies while manually installing
already mentioned in your other thread, but this is likely a mod conflict, this error doesn't happen when running mirage on its own
the last time i've seen that happen was when #1253705079605956640 had a bug, but it was promptly fixed (perhaps you're on an older version of this mod?)
are you on windows 10? looks like your'e missing a codec that's likely from an unsupported os
Thank you for your response. We all rely on Thunderstore mod manager for our mods. I think that is different from R2Modman so i will ask him to try that instead
And by musical ghost mod i meant haunted harpist lol
Either way i probably won't look at it tonight but I'll get back to my computer soon
nah thunderstore mod manager is the same, so it's a bit odd that this would happen
could you drop a log just in case
whenever you're able to of course, no rush
Yeah I'll ask him
Oh he just reminded me that the log crashes after only a few seconds
it would be difficult to get a log
The important detail is that even after he re-installed the mod and enabled it but mirage doesn't load in the log like it does on my computer
i'd try to run mirage by itself first just to isolate the issue and see if mirage itself is an issue for him
okay
lmk how it goes, ping me if you need help since i might miss the messages here
I would be doing all this in an instant but I don't have his computer lol
yeah no worries
He tried running Mirage only and got this error
To me that would suggest it can't find the file
that's bizzare
i've never seen that exception b4 once in my life
very curious why only he's run into this though
or maybe just nobody else that's had this issue has reported it
crazy rare bug lol, he's the only one of my usual group with this issue
and I think it worked for him in V50
if that helps
hmm
it feels like an assembly is failing to load for whatever reason if it's erroring at this point
but i'm not entirely sure either
no idea if this will work, but could you ask him to maybe try installing mirage with gale mod manager instead?
and just make sure barchlib is also installed (idk if that modman will also automatically install dependencies)
this gale mod manager is sus lol
does the yml thing mean anything to you
we tried gale mod manager
it didn't change anything
This is where the mod is located
I apologize about the profile name
Interestingly haunted harpist loads
not sure if that's related to anything
buy the error is still the same
@deft cape
galemodman is 100% safe
@open flume could you ask him to install only mirage with it though
and not import your current profile
just to isolate the issue again
mirage + barchlib
and bepin'?
this is a new test profile
only Barchlib and Mirage
We might be out of luck tonight
yeesh
@deft cape
wait if bepin was not installed why does it show bepinex
bepinex is definitely installed
He didn't get it from the mod browser, Is it just there by default or is there something else?
most likely
he could try and manually add it toh is mod list but im pretty sure bepinex is already there
otherwise like you said, there'd be no logs about bepinex
Okay well thank you trying. You're mod is a fine addition to this game and I do love it
have some great clips from the "masked"
glad you like it ๐
Might have to try masked enemy overhaul fork while he has this issue in the meantime
yeah lmk if you ever have any questions again in the future (and just ping me so i dont miss it by accident)
The masked appears as invisible sometimes, I believe its a known bug from here?
When I asked several people said it was a vanilla bug
Weird, i've been playing for too long and its my first time encountering it
Does mirage use ai?
nope
okay thx
i heard it will use speech recognition in the future however
yeah wasnt sure if it already did that
nah rn its just random
alr
the voice is stored locally though right?
or are the audio files uploaded somewhere
local
okay
stored here (at least for me)
okay
yeah wanted to switch to mirage from the other popular skinwalker voice mod but wasnt sure about the stuff regarding privacy
but if its local thats alr
other people should still hear the same thing at the same time
not sure how exactly it works
hmm
from my understanding it saves clips of only your own mic (only when lethal company decides its active like push to talk or the voice activity threshold) and retransmits them through the voice chat functions, but places the audio source onto the entity that is speaking in your voice
and unlike other popular skinwalker mods, because its saving YOUR voice to YOUR computer and then sending it out like its a voice chat function, it says the same thing on everyone's clients at the same time and it sounds like its coming from a player.
if i'm wrong abt anything please correct me cuz this is just what i've gathered from my experience playing and reading stuff in this channel.
pretty much
oh yeah the recordings also get cleared out when you exit the game (by default, but u could change the configuration for this)
okay
thanks!
great mod, the fact that every player can hear the voice is really awesome
set MuteLocalPlayerVoice to true for greater deception
how do i config the mod? installed manually btw (NVM found it lmao)
getting this error on v61
[20:48:11.0470340] [Error :qwbarch.Mirage] RegisterPrefab#``modify natural spawns for masked enemies`` was called while Prefab has not been initialized yet.
https://github.com/notnotnotswipez/MoreCompany/pull/80/files @deft cape you need to update Mirage after the new MoreCompany update to masked enemies can copy cosmetics properly
as of right now they no longer copy head cosmetics
i don't even copy cosmetics myself
that was all morecompany itself to begin with
hmm ill look into this later tonight
Ah well check the changes and see what you need to implement
nothing really for me to implement though
i don't even have anything implemented
that's gonna be something i'd have to discuss with 1a3 to see what the issue is
@flint heron would you happen to know why it'd no longer copy head cosmetics when used with mirage? to begin with, mirage doesn't copy cosmetics itself, it just lets morecompany handle it
in mirage i just select the mimickingplayer and that's about it
umm not sure tbf, I didn't really change much so it should still work fine
checked just in case, mirage sets the mimicking player during MaskedPlayerEnemy.Start as a prefix patch
ah weird
my guess is that it has to do with patch timings though
maybe the new patches applies after mine
hm weird
tbf i dont actually remember if i tested masked enemy
cuz ik i tested the dead bodies
I'll give it a try in a few mins and see if it works with just morecompany
ah sounds good
Yeah I think it's a bug with MoreCompany, cus even after I died to one my head cosmetics vanished
If not MoreCompany I suspect GeneralImprovements if it has a patch for it
actually nvm i see what you mean
that's intentional
since it didnt make sense for head cosmetics to show as masks look weird when overlapped over the masked's mask
hmm i guess i could have it enabled by default then if SetMaskType gets triggered it hides it
i think just a simple option for this behavior makes the most sense. it doesn't matter for me personally since i used Mirage but i imagine there are people who would like to display the cosmetics regardless of how it interacts with the masks. that's how i would want it personally if i wasn't using Mirage
Question, how does that rate work ? It's a multiplicator of base rate, a new rate or something else ?
We got 2 mask on almost each moons with friends, so we try to understand how rate work.
(Also, a lot of mask were doing weird things, like walking slowly toward a corner and stay here. It's the normal mask AI, something from this mod or from another?)
Also the " Maximum number of natural spawns a masked enemy should have." is set to 2, but we managed to get 4 different mask one time (3 Natural and me who was "eaten") We suspect it's another mods who do a "More player = More spawn" thing but we aren't sure
does mirage work with v60?
First of all, the default of 15 is really high. I have it set to 2 in my pack and still see a Masked every other moon I go to. This value is, from what I understand, a straight up %. If itโs set to 15 then about 15% of the enemies that spawn will be Masked
I think the grouping and waiting is vanilla, I donโt think Mirage messes with AI at all
Spawning above the cap idk
I think theyโre working on some issues with the new version of MoreCompany right now
oh whats wrong with it
Not copying cosmetics correctly right now
normally when you use spawn control mods, it's spawn weights, but for mirage it calculates the weight based off the percentage you give it
so it's the % chance a masked spawns, each time the game attempts to spawn an enemy
which is why 15% is actually quite high
the issue with having it set to max 2 masked but you having more than that is because another mod is overwriting the value
so in this case you'd have to find out what other mod you have that modifies that value and then adjust it there
@spare comet seems like it's fine, other than that you'd probably have to disable custom spawns cuz of the error that nickham showed here
i'll look into that later tonight most likely
nah that's just a morecompany thing
whats the time for you rn?
4:34pm, so probably will look into custom spawns in a good 6 hours or so
just to make sure I'm not missing something it's specifically head cosmetics that aren't working right?
okay thx
@solemn ridge
Yes
kk cool
yeye
So is it not recommended to use mirage right now?
Mirage is fine it's more so waiting on MoreCompany to update
I didnt have any personal issues with it yesterday, i think the only issue looking up is the custom spawn config (which can be disabled looks like)
Cool. I took it out for awhile for rotation purposes. Now that they are use to silent mimics again I'm wanting to add it back in.
MoreCompany update just went live that includes the fix 
Look in your DMs at what I sent yesterday as my response to this ๐
I did lol
Hell yeah right when I needed it
Okay
So the result of the Mirage Surprise return. The first talking Mimic baited a player and as they grabbed her he said I've got something to show ya! ๐ ๐คฃ ๐ Such a perfect return.
Then later a Mimic sneezed and the player said bless you to them.....we were all dead ๐
MASKED, MASKED
Suggestion: Set a gigabyte limit for IgnoreRecordingsDeletion so that it deletes according to the space
And also please add a chance for a mob to be a skinwalker
Ngl feels like it does use ai bc how often it randomly picks the best lines lol
are the changes you make in lethalconfig ingame for mirage realtime or do you have to restart the game?
is there any way to prevent mirage from just storing like keyboard clicks or computer fan sounds and playing those back?
my friends dont hear them thru my mic but the mimics tend to repeat them
whats the chance for a skinwalker to change the pitch of the playback? would be nice to be able to configure this
if u have randomsizes mod then the pitch change from that mod also affects mirage, found that out the hard way
Does anyone know the path where the voice clips are saved to?
Does anyone know how big the voice clip files are? Kinda cautious about letting it save indefinitely bc of space concerns
pretty sure its lethal company steam folder.
oooh
seems to be "*:\games\steamapps\common\Lethal Company\Mirage"
Aren't collected audio files automatically deleted when you join a new lobby?
I have deleterecordingsperround set to false
and
ignorerecordingsdeletion also false
No yeah I mean that I'm pondering toggling ignorerecordingsdeletion because that'd be fun as fuck, but worried about the size
but since its seconds worth of voice clips realistically theyre probs small
yea i thought the same way
that was a genuine question im wondering about. i asked this channel
well when i take a look at my folder with the audio files it collected they vary between 1.4 MB and 4KB so it varies a lot. theyre also very different lengths so thats why
Cool that gives me a pretty good notion, ty!
Oh ok to answer your question I'm pretty sure with your settings they'll be deleted when you close the game
not when you join a new lobby
yea thats the thing. theyre still in there and the game has been closed since yesterday evening :D
huh
idk
maybe its best to ping @deft cape for this
the folder contains 171MB
661 files
im wondering how it works when you enable it so that it never deletes files... do newly joined clients just automatically download the audio files from the others so that it syncs properly between the clients?
@deft cape
I think this belongs in here:
im not exactly sure which side chooses the audio files to play but i think they're uploaded only when needed so no syncing on join
I think it sends the file for others to read when it is going to get used and doesnโt get saved for other playerโs or something like that
yeah pretty much
doing something rn so i'll get to your questions later
should disable spawn overhall fix there being like 7 mimics spawning in? we have it as default 2 but vow has so many for some reason
having more than 2 means another mod is overwriting the max spawns, but yes, disabling custom spawns will make it go back to vanilla spawn rates (none in a lot of maps)
that's correct yeah
oh i just scrolled up and it looks like everything has already been answered ๐
is there any known mods that do that atm?
Any new progress on v2
i looked into my mods and the only thing i saw that could do somthing was diversity and the more emotes
He's taking a break currently due to some burnout
Oh ok
wasnt there once someone who worked on keyboard sounds not getting picked up by mirage?
does anyone else have the problem where the masked have laggy repeating voices sometimes?
this is coming in v2
oh no mo keyboard sounds being picked up in v2 fr? ๐ฎ
hi, just wondering if the mod works with v62?
I'd assume it does
ye
question there are no enemies except masked how to fix this
maybe I need to change config?
hello everyone, I have a question about the mirage mod, how to make a mimic (friend) appear after the death of a friend? and also so that these facial expressions appear on their own?
Do you mean
only masked are spawning, no other enemies are spawning
Or
only masked are mimicโing players voices
The mod config has an option for a percentage chance to replace a player who dies with a mask, copying their voice, suit, and cosmetics. You could set this to 100%. It has a related settings for if it only applies if theyโre alone.
could u post logs to see what the issue might be coming from?
you're probably looking for SpawnOnPlayerDeath (could be named something slightly different, dont really remember)
not sure what you mean by facial expressions, but if you're talking about cosmetics, that's handled by the mods that applies the cosmetics themselves
yep there's better voice activity detection so it doesn't record as much garbage as it does right now
still a bit burnt out from coding rn though so im still taking a break for now, no clue when i'll be working on mirage again
I use DisssonanceVoiceSettings so keyboard sounds and stuff never get picked up by mimics anymore
I just need that fix for the volumes being too loud
I think it was Matty that looked at your code and found out why they don't follow the adjusted volume sliders btw
It's an oversight
that's only for the local player
all other player's volumes are set by the volume mixer or w/e it's called
i'll have to go dig for it rn
Yeah cus he said there's no setting to lower other players from his look at the code
AFAIK this should follow the volumes set by the sliders
I wouldn't be surprised if maybe the volume mixer calling stuff just stopped working at some point, in which case you could add a config option probably to adjust the volumes when you add support for the new enemy
IM SCHITZO
can't sync voices without everyone having it otherwise
As in if i host with the mod and others join and dont do they still hear voices at all?
Aka is everyone having it only for syncing
nope nothing, only you as the host would hear the voices
Im schitzo now
How to become schitzo in lethal: this mod being the only one having it
@solemn ridge but yea AFAIK this makes it work with the sliders and was fine last i tested, unless i just completely remember wrong...
@flint heron Maybe you can provide some insight as to why this doesn't work properly for Mirage
๐ ๐
Idk when you last tested it though
Lol
It could just be code that changed
XD
I shall become a schizophrenic
Are there any enemy mimic voices mods that are host sided where only one needs the mod and all hear it
like probably 7 months ago
idk maybe zeekers changed what controls the sliders?
Well I mean are you planning to push out an update that adds support for the new enemy soon? Since you're prioritizing V2 stuff a workaround would just be a config option to adjust the global volume of all mimic voices
oh right i forgot there's new enemies
Ye
i'll try and get to it in the next couple days

if i forget just ping me again
Will do lol
Pitch up all the voices and then send them out
ill try and look into the sliders when i add the new enemies, since that's a pretty big deal
but i honestly have no clue where to start looking at
if the audio mixer group is no longer the thing
Yeah maybe 1A3 can help you
It's gotta be something simple to fix
hopefully ๐
https://clips.twitch.tv/PrettiestBitterVultureFailFish-hSc7SDC3sT3V1jNc Btw @deft cape Lmao
lmao the drive-by clip
You'd just set the audio source volume to match the volume of the actual player's voice audio source
is that just how zeekers does it now, or was i always just doing it wrong with the audio mixer?
That's how morecompany does it
Since you can't create audio mixer groups on runtime
So the extra players re-use an existing audio mixer group
thanks, sounds like it'll be an easy fix then
unfortunate that's the case since that'd definitely be cleaner
Oh this mod looks sick for stopping hearing my friendโs keyboards clacking. Does it still work fine I see itโs pretty old?
It does yeah
yeah and it'd mean that pitch would work correctly
has anyone every had an issue with the mimics not attacking players while using this mod? i tried it for the first time yesterday and the mimics would just stand still when they spawned in.
I think thats normal unless its for an entire minute or smthn, something with a stopandstare phase
ok! pretty sure it was over a minute. got stuck staring at a coil head and the mimic popped out of the vent in front of me ๐
Yeah Iโve had that happen several times for a weirdly extended period of time. I donโt think this mod affects Masked AI at all tho so might be a vanilla bug?
excuse me for asking something dull but does mirage still working right now with v62? (i'm not good at english tho)
it does from what i know
oh sound good and could i change english to my language in config?
If you talk in a certain language it will use said language, because it just records you and ur friends voices
i see
i thought like
i need to say exactly "is anyone here" to make mimic said "i'm here"
Iirc thats going to be a thing in v2
i need to use google translater to translate it XD
anyway that's all i need to know, tysm
excuse me, how could i find tutorial about installing this mod?
For the new ai stuff, so if you are convincing you can make a masked a helper until it remembers that its supposed to kill you
Get thunderstore
or r2modman, or even better Gale
mindboggling that there are still people that use TMM
Rlly? It runs on overwolf which is curseforge
TMM and r2modman are extremely slow for me
i'd always recommend gale
id only recommend r2modman for compatibility with games that dont use bepinex
and never TMM
Me and my friends use tmm, and some does mithzan
overwolf's software is garbage and i strongly advise you to switch to either of the open source alternatives available
It is? I havent had a problem w it
i find TMM extremely bloated for what it does
it's bloated, slow, invasive and full of ads
you never really realise how fast other managers are till you try it yourself
Speed isnt a big problem for me
Well the ads are always in the same 1 spot
And i dont actually notice them lol
i'd say at least give it a shot, there's no downside to trying, but thats fair enough
Hey, I'm just wondering if this mod works on v62? Thanks
Yay :D
Does Mirage work on other languages? or is it only English?
#1200695291972685926 message
Thereโs no voice processing at all it just replays exactly what you said
hello everyone again, my friend and I had a problem, the MaskedEnemyOverhaul and MaskedEnemyOverhaulfork and Skinwalkers mod does not work for us, why?
it doesn't even work on the old version
Remove those and just use Mirage
I did so, but we didn't have any minics after death, someone drop the mod settings so that there would always be a mimic after death and that mimics would appear on the map
Yeah you can find the settings to do that in the config
where?
Like where is the config? In r2modman click config editor then click Mirage
Once you have the config open just read through the settings and youโll see the ones you want
Thereโs a setting to make it spawn masks when people die
Itโs a % chance, you can set it to 100 if you want
mirage still doesn't work on my end, but If I'm host it works...?
bro i feel like it doesnt work
@deft cape
i feel like only my voice is being recorded
its working but most of the time its me
@runic sable @formal juniper does everyone in your groups have the mod installed
Yes and I noticed they do hear it but itโs almost always my voice I donโt think we have heard another voice except for mine
@formal juniper can you ask one of your friends for their logs, just so i can debug a bit
there should be an option on r2modman (assuming you're using that) to copy the logs
are you trying to make them spawn after death all the time? you have to set that to 100% yourself
im using thunderstore..
okay but they are currently asleep so ill send it in a few hours
yeah no rush
Hey i'm really sorry for Necroing this but i've just got this recently quite a few times after coming back to Lethal, did you manage to find a solution or narrow it down to Mirage?
Reading more into it LCMaxSoundsFix seems to be the culprit, snuck into my pack via Starlancer Moons, sorry for the ping Lun, nice seeing you all again though!
this was too good hahahaha
Mirage is working with v60-62 right?
did you actually test and find LCMaxSoundsFix is the cuprit? or is that just what someone said somewhere? ๐ฎ i also get this issue.
I read more into that conversation I referenced and I guess all roads pointed to it, no actual testing has been done though
ah ok, i just also use it cause of starlancer moons/etc and get that issue :3
I really hope it's not, unless there's some other alternative available lol
I havenโt hit the issue a single time in the past few weeks using Mirage and LCMaxSoundsFix
15-20h of gameplay with 8 people
@deft cape is it possible to make masked enemies drop their mask upon death?
Yes
Theres actually already a mod that does this
Cant get its link rn tho
oh is it TakeThatMaskOff?
probably i forget
guysss
is there a possibility
or maybe WILL be a possibility later
to change a pitch for some mobs
like, lets say flowerman will have a +6 pitch which will sound deeper
there is that thing in skinwalkers mod, but iirc its not configurable
yes
happened one time last night to my group, happens once in a while most weeks, just never had any clue why.
does local volume option work?
also, idk if mirage can control it but, itd be sickl in the maskeds could hold items occasionally
What interior mod is this?
lc_office
Thanks
i believe #1240985198485573743 does this, i could be wrong though
yes, but it only affects enemies that are mimicking only your voice
i still need to fix volume sliders for MoreCompany players (it currently only works on vanilla)
i'll try and get to fixing/changing the v1 things that were mentioned over the past few weeks
sometime this week hopefully
sweet man, this mod rocks btw!
thanks glad you like it ๐
Hello qwbarch, I hope everything is ok
Yes but rn the modder wants to fix his network variables
This means that seeing a masked holding item is pretty rare atm
yoo what's up moroxide, i'm doing alright. just a bit burnt out still so haven't been touching mirage but i'll try and work on v1 soon either way
Does the configuration option sync for modded enemies cloning voices?
As in, is it enough if I change it in my config as the host or do my friends need to change their mirage config as well?
Any idea what causes mimics to sometimes be invisible with just their gear showing?
I brought that up and someone said it was a vanilla bug
But in vanilla you canโt see them at all so you donโt notice
Happens once in a while to me
Also @deft cape this mod is great! You have no idea the hell mimics have put is through. Their voice lines have been way too accurate for their situation. Had one at main as I parked the cruiser tell me "Fiend is still alive in main." So I get out and respond with I'm here to take care of it ๐ .......nope no I wasn't cause there was no Fiend at main just a super smart mimic.
Had another one singing her elevator music WHILE HITTING THE BUTTON to ride the elevator WITH ME ON TOP OF IT. Like how? How did the Mimic know to sing in there?
Another Mimic shows up to another player and says "I thought you were gonna wait for me" he trys to respond back to him but yeah you know what happened.
all settings are synced from the host to all clients, except for a couple options that are noted in their descriptions
lmaoo glad to hear your experience with it ๐
it seems like players who are converted to masked then teleported to the ship, then killing the masked doesn't sync with other clients
We still gonna be getting that update soon that fixes voices being too loud and adds support for the Maneater?
I'm tired of mimics blaring my ears
Thanks!
That sounds odd. We never had that happen.
It happens consistently for us (me and my friends), and effects you even if you're host or client
I do play with a big mod pack so it could be an incompatibility
Can you provide a better detailed explanation on what is happening?
naturally spawned enemy concerts a player into masked -> masked player then gets tp'ed to ship by another player -> player kills masked but spectating clients still see masked as alive and trying to kill player (player remains unharmed)
the masked ai still works correctly, it's just its death isn't syncing
Definitely a conflict somewhere.
a bit busy with irl stuff rn ๐
i'm gonna try to get to it this week sometime though, hopefully in a day or two
@solemn ridge will probably be able to get to it tomorrow actually
Hoorah!!!!
I'll be so happy if it releases before stream
lol
if i have time tonight ill just try and release the fix just for that first
and then release the other stuff i had planned
which i dont quite remember, gonna have to scroll up to see lmaoo
Yeah the fix for voices being too loud is gonna be fantastic
Can't wait to be fooled by mimics again
XD
yeahh mb for taking so long lmao
Lol it's all good
@solemn ridge oof i have a bit of a problem, my account's git lfs (storage) is full, so github won't let me even download the v1 code
gonna have to contact github and wait for them to fix that b4 i can even work on it
Rippp
Hi!! I sent this issue in #help-and-troubleshooting :
Hey! We're having an issue with one of our players and Mirage where they were having audio processing issues (their mic would spit out a loud buzzing, I can send a video of it). Is there any way to fix that? They had the same issue with Skinwalkers and we were really hoping to be able to use one of these mods. I'm so sorry for both the other mods in the video and the loud noises in the clip but these are the three noises we've been hearing pretty consistantly. We tried push to talk but as soon as they press push to talk, it'll make the noise again (show in the last example)
that sounds like a problem with regular voice chat, which would be a problem with dissonance rather than skinwalkers/mirage.
i'm afraid i don't know a solution for that, sorry ๐
thats okay!! pointing us in a different direction is still an answer!! thank you!
So even if we were only using in game chat, it would still be discord?
Because this only has ever happened when we've had either mirage or skinwalkers in a pack, we have a day-to-day pack we've used and this sound issue doesn't come up at all. Could it be any sort of update issue they need to do? We just really want to be able to play with these mods
i honestly have no clue why this would only happen when skinwalkers/mirage is installed, since neither mod touches voice chat, other than recording the audio taken from the voice chat system that the game uses (dissonance)
does your friend happen to maybe use a very non-standard microphone setup? like it recording as dual-channel audio or something? (if they don't know what that is then the answer is most likely no)
I was just asking and they said they don't know (but it's a corsair wireless headset which i would assume is standard)
A bit of data for y'all! Someone posted a clip with this same issue in Zeekerss' official server.
#750645985411203182 message
(At least, I'm pretty sure it's the same issue. There's a resemblance!)
I am not in Zeekerss' server, was there any solution posed there? Or is this a case of collecting data and waiting/trial and error
Nope, no solution there, just a request for help.
Ah okay!
We rebooted the file without mirage in our pack and haven't been able to recreate the noise
Here's a link to their video. The caption was:
why does my mic do this? it only happens in lethal company. it starts glitching at 17 seconds
oh that sounds more like what i've noticed before, but that happens with no mods installed for me
mostly during frame drops, at least for me
the only audio bug i ever had was people drowning, died, and the they keep the drowning audio lol
My guess is the voice transmission is losing packets, and the result is it repeating the last received bit of sound it got
How much it happens is mostly internet speed dependant, but the game loading can also cause it
Could try DissonanceLagFix or DissonanceVoiceSettings and its config options to see if anything helps
Mirage already includes DissonanceLagFix so VoiceSettings will probably help
Hello, recently i've been playing with some friends using Mirage, and whenever we get close to the ship we get this error on the console infinitely, making the game super laggy after a bit
the error only triggers whenever there's someone in the ship, getting out of the ship makes the error stop
the error only happens with morecompany installed
https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerAIFix/ has a fix for that i believe
That fixed the issue, thank you!
What is Mirage experimental? Is that like a beta test for new features?
I believe part of it at least is fixing voices being so loud
could you give the option to turn off the compatibility level pls. i would like to give players with lobby compatibility the ability to join without mirage if they dont want too
if friends use compatibility checker as a dependency but don't wanna hear voices lobby compatibility checker wont let them in im trying to have a pack that anybody can join
lobby compatibility is already a soft dependency, just leave it uninstalled
although just saying, using mirage for only some members while others don't have it installed doesn't make too much sense
people without it installed won't ever have their voices played for anyone else
in that case you're better off installing skinwalkers, it's better for such scenarios like yours, and public parties
i like testing my modpack with random players to speed up testing to make a stable fun host pack with optional mods but some get locked out and thats that
yeah pretty much what nutdaddy (ayo? ๐คจ) said, although Lunxara and JacuJ tested it for me and said it works, so i'll be pushing that to the actual package later tonight
well the only solution in that case is to just dont use lobby compatibility, since the point of having it installed is to check for missing dependencies
ok
yea i have 130+ mods going and mirage was the only thing locking the join button for players
yeah cuz on lobby compatibility mirage is marked as being required by all (since if not everyone has it, it just doesn't work as expected)
without lobby compatibility installed ppl will be able to join the lobby
and ofc functionality won't be there but im assuming ur fine with that
Mirage released v1.8.2:
- Fixed a volume bug when playing with MoreCompany.
Thanks to 1a3 for the fix, as well as Lunxara and JacuJ for testing it!
sorry i missed this message before since i wasn't paying attention to this discord during that time.
both suggestions you mentioned are planned for v2 (although i could potentially forget lmao)
also for anyone wondering, if i have time tomorrow i'll be adding the enemies from the new update (if there's any)
theres one after v60
Hi, not sure if this is a mirage issue but I got the zombie apocalypse from MaskedEnemyOverhaulFork going and im having 2 issues with how the masked are behaving. Im using MoreEnemies to crank up the spawnrate and one probem is that a lot of them seem to gather at the main entrance and constantly go in and out instead of exploring (see pic). The other issues is that when killing masked their corpses seem to still block shotgun shells like an invisible wall. This is a proplem for when their in a large group like in the pic. You have to lead them a considerable distance away from the corpse to deal damage again.
Just wondering if anyone else dealt with a problem like this or if anyone knows a mod that could at least fix the pathfinding.
Zombie Apocalypse mode is known to have issues so it's probably just the fact you're using that causing it
You should probably not blame other mods when you're using a buggy setting
Not blaming, just trying to find a solution
Turning off Zombie Apocalypse is the easiest solution, if you want a certain amount of masked enemies to spawn Mirage can handle that there's not much reason to pair the 2 mods together
With the spawn curve setting in Mirage you'll generally have masked enemies all spawn together
Alright, ill give it a try. Thanks
Problem still seems to persist even if i have zombie mode off
well when u have zombie mode off u technically doesnt need maskedoverhaul at all ๐
Iโm pretty sure the only thing missing is the fading masks option
I've seen masked tped to ship bug out and the body freeze on the teleporter dead.
I figured this was a bug between vanilla and "take that mask off", didn't bother reporting it cause frankly the masked was dead.
Vanilla masked have a habit of gathering at the same place, sometimes a corner sometimes the main entrance.
I don't have a "vanilla perspnality" in my mod, but with the way things are working atm if you wanted vanilla like behaviour, you could install my mod (Lethal intelligence) and disable all personalities except "aggressive", that's the closest to vanilla that's not vanilla AFAIK..
The only reason I'm suggesting this is, unless my mod is somehow broken by other mods, the masked won't congregate anywhere, won't do all the same thing, etc.
I used to use maskedairevamp (which Lethal intelligence is a progression from) and mirage, we used to have 10 masked at the ship (I think before mirage had a mask limiting setting)
We never used apocalypse mode or any other spawn increase mods, we just used default settings in mirage at the time, the only difference from now and then is now I believe mirage limits to 2 masked. (Which can be changed im sure)
Seems to fix the issue, but they dont seem to attack me. Like their too focused on their paths. They just run by and stare lol. Very cool mod tho, ill be sure to keep my eye on it.
Also for context im trying to get a zombie like game going. Only masked enemies, nothing else. So i do still need to use masked enemy overhaul otherwise other things will spawn.
how does mirage send audio from other clients? I looked in my Mirage folder and I can only hear myself
u locally store ur own recordings.. no one elseโs
basically u stream ur own recordings to others via the host when needed
so itโs correct that you only hear yourself
So if I was to manually delete all the recordings in that folder, it wouldn't cause an issue?
Or at least delete the ones with keyboards, lip smacking etc
yall gotta fix this ๐ญ why they doing eachother
Bruh what did you do to your Mirage mimics!? Why are they so SMART! One Mimic chased a player up a ladder and said "I'm going up". I had another look like it was helping me grab loot and say to me "I'll take this back" someone hit my Mimic with a shovel and he responded with "oh Shovel" one killed someone and then said "I'm sorry"
They have even been saying people's names to the correct person and baiting them.
Shall we send you all of our therapy bills? ๐
Yea I agree they are somehow very good at randomly picking quotes to use
they arent smart u guys are just rly lucky
they never take context so they are random and thats just a good dice roll
i modified their vision, it maybe that it still needs tweaking, but depending on personality, they also have a set time before they notice you, something that I will change in the future to be a different method of determining if they "aggro" towards you, but SOME personalities are not meant to pay attention to you, they are meant to pretend like its normal seeing you, rather than beelining to maul your face, thats why i suggested aggressive, as they should just be like "player RAWR player" xD
the cache of clips are auto deleted, or at least there is a setting to delete clips automatically (start of a new game, start of a new day, and possibly even "once used", i forget the setting.)
I've turned on ignore deletion
But I was wondering that if I was to manually delete clips, would that cause any issues?
the only thing i can rly do is replace it with a modified ver that don't ask for anything to join with
then i can have people join without issue as an option
so basically we gotta remake the mod to not restrict joining over lobby compatibility so players dont get grey join button@deft cape
yea?
basically all we can do is remake the mod to not do that compatibility check thing right?
not selling or sending a modified version just my friends learning from it and remaking it to learn some stuff
uh i mean
lobby compatibility is optional for mirage
at least for now
so without it there's no enforcing all clients to have it installed
so im not really sure what the problem is
that's fine
i was told that you put the compatibility level in the mod urself and we would need to disable it to let players join us with compatibility checker
letting random players join in it would help speed up testing by allot
more testers tells you whats wrong fast
just want an option to use it in a pack that wont lock anybody out for unknown reason
yes but why not just not install lobby compat
it's a soft dependency for a reason
i dont want to have to maintain two version of the mod
u wont get locked out if u dont install lobby compat
I have the spawn on death set to 0, but it still spawns on death 100% of the time.
Also, I have natural spawn rate set to 10%, but every moon one would spawn around 3pm.
Anyone ran into this before?
Tried doing a bit of searching but it's a bit weird when there's sub threads.
This is whilst duoing with a friend with the same mods and configs.
I recently had one shout "Hahaha, YOU'RE BLACK!" before killing me ๐ straight up racial profiling ๐
That's why I really wanna sort out the spawning on death, because the comedic timing is brilliant, but I just want it to be a single entity like the braken.
Had a situation yesterday where two people went to try and dispatch the mimics at main and upon arrival the Mimic of one's boyfriend looks to them and says "I found them!" Then one of the mimics jump her. She was traumatized ๐
are you sure it's from spawn on death? i've had other people think it was that, but when i look at their clips, it's 100% not
since spawn on death spawns it instantly right where the masked enemy died
natural spawn at 10% is really high and basically guarantees a spawn
it's not a spawn chance for the round, it's the spawn chance every time the game attempts to spawn a monster (at least from what i remember)
When the masked mimic killed me, I still instantly turned into a masked mimic even though I have SoD at 0% and max masked mimics at 1.
Oh damn, why is it defaulted to 15% if 10 is high?? Yeah, I was thinking it was maybe a per spawn chance rather than per moon chance.
i had it set to spawn every round basically
which reminds me
i wanted to turn the default down
probably gonna have it at 4% on the next update
not sure why that'd happen though, unless something broke in the latest update
i feel like more likely you're just having natural spawns
max # of masked enemies gets overwritten by a lot of mods
idk which mods but ive noticed a lot of ppl still have more than the cap
never had that issue personally but i dont use that many mods so
i dont wanna add that mod as it reduces my random player joins by alot
dont need it
mirage doesn't have any blocking mechanisms
it dose still on other clienst with compatibility checkser
even if i removed the lobby compatiblity attribute nothing is gonna change
yeah then tell them to uninstall it
cuz that's lobby compatibility working as intended
"random joins"
hard to tell people to turn it off when they have no idea the lobby compatibility dose this
i still recommend just using skinwalkers
it works better when not everyone has the mod installed
basicaly this mod is only for friends there is barely any shot at meeting anybody new with it
i mean public lobbies is fine as long as they read why they can't join the lobby
aka if a mod isn't installed, they install it
they can join me just fine without compatibility checker adding it creates a lock
mirage doesn't work great if not everyone installs the mod, which is why lobby compatibility is there for ensuring everyone has it
look im not going to change the lobby compatibility flag
it's working as intended
i only want it to spice up the game if a friend joins my lobby of random players
i can have 20 people in but one gets extra fun
the problem is if i changed the flag just for you, then people who actually are using lobby compatibility as how it's intended wouldn't know they're missing mirage
so i'm gonna leave it as is
and i don't wanna maintain two versions of the mod
ohh
not to mention thunderstore releases doesn't support anything like that anyways
like the people who are joining and can't join because they're missing mirage
that's the point of lobby compatibility
why dose it use lobby compatability anyways?
you're supposed to see what mods are missing
and install them
it doesn't
it's a soft dependency
meaning it adds support for it
but if you don't use it that's fine as well
different story for v2 bcuz i need some of the features later on
but as of right now it's a soft dependency
but i dont even have it it just says no to people withg the push mod
any mod that has it as a dependancey the users are getting locked out of my lobby over mirage i have 130+ mods that wont do this crap also i can host in vanilla
ill see what we can do
basically this mod wont let me test things properly with my host pack unless i modify it
most my mods are making fun for players in just more company
optional mods that could sync would be nice
mod working as intended
lobby compatibility = verry slow to get random players
they should be installing mirage if lobby compatibility says it's needed
if anything this sounds like you should be asking the lobby compatibility devs to ignore the checks if a client wants to ignore it
somebody in troubleshooting said you set the compatability level
do you care if we modify it a bit not gonna release it
we make lots of custom stuff so players can join with just more company but now we have to break compatibility crap
as long as it's not hosted on a mod platform like thunderstore then no
alrighty
is it fine if i pass you a version of the mod once the weed server messes with it?
u dont need to
oke
as long as it's not on thunderstore or whatever
you can do whatever u want with the source code
epic
maybe you could use a patch instead of just reuploading the mod
dont think u can do that since it's an attribute or whatever that shit's called
aw
only mod ever uploaded from weed server is fortnitemod its the only totally custom one
btw weed can you send me an invite to your server?
ye
in dms
thank you
ill let you know if we make something cool with it
whats that
Greatest mod on earth
missing out
rarely play with mods like that as i like meeting random players
i dont add extra stuff we just mess with the stuff thats in the game already
I don't have any other mods that touch spawn rates nor the masked entities.
Most of the mods I'm using are either superficial, qol additions, or the standard recommended fixes & async. What's the cap?
So, if I have SoD on 0, the masked entities shouldn't be able to "infect" on kill like in vanilla, right?
heya, with the latest version of mirage (1.8.2) im getting
[Error : BepInEx] Error loading [qwbarch.Mirage 1.8.2] : Could not load file or assembly 'FSharp.Core, Version=8.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
in the logs and it wont load into the ship spamming the console with
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
Unity.Netcode.NetworkManager.NetworkUpdate (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop.RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage updateStage) (at <895801699cfc4b4ab52267f31e2a4998>:0)
Unity.Netcode.NetworkUpdateLoop+NetworkPreUpdate+<>c.<CreateLoopSystem>b__0_0 () (at <895801699cfc4b4ab52267f31e2a4998>:0)
any ideas?
loads up normally without errors when i remove it
you're missing BarchLib
i recommend just using a mod manager to avoid missing dependencies like that
i just mean im pretty sure you're misunderstanding the spawn on player death mechanic and it's most likely not the reason you're seeing masked enemies
most likely you're just seeing natural spawns and another mod overwrote the max number of masked enemies so you're seeing more natural spawns
i mean thats what i use
i see the issue though
it fucked up and only made the folder for barchlib, downloaded nothing inside of them
Give me a code and I'll take a look
maybe your antivirus deleted them?
nah, checked
-1 computer to the botnet
๐
ill just download it manually and put the core files there, thanks for the help!
yep, works like a charm now. time to get bamboozled.
I have been ambushed by a mimic, only for him to perform a fortnite dance
(TooManyEmotes compat. love it) while using my voice to say "I know it looks bad, but it's gonna be way worse." and proceed to step on a goddamn mine.
Love the randomness
I'm guessing you've forgotten, but I've already described in detail that it was not a natural spawn, and I do not have any other mods that touch spawn rates or that entity.
The 2nd masked entity was spawned from my dead body instantly after being killed by the first naturally spawned entity, and no corpse remained.
As I mentioned in my previous message, can the masked entities "infect" after killing like in vanilla, even if the SoD is at 0?
infecting behaviour is untouched
so it still works the exact same as vanilla
spawnonplayerdeath is a mechanic for other types of deaths
I'm trying to help, if you would post a code
Sorry, I missed your message. Currently afk and busy, so I'll get it to you later.
Thank you.
Ah so it's a spawn on "other" deaths, not on "all" deaths.
That'll be why I was misled, as I assumed on "death" by itself meant all death in general, including the infecting.
Thanks for clearing that up.
I'm guessing English is your second language? As I'd mentioned a few times it was due to the masked mimic killing me ๐
Is there a mod or option to turn off the infecting mechanic? I've searched but couldn't find anything.
Thanks again.
does this option work with clients who don't have the mod?
the reason why i assumed you were misunderstood is quite literally because the mechanic doesn't work like that
yes the name could be renamed to something different
but that's why i was saying it's not because of spawnonplayerdeath
turning off the infecting mechanic is possible but you'd have to ask someone to make it if it doesn't already exist
everyone's supposed to have the mod, so things aren't going to work as expected if not everyone has it
i don't remember the internals of this mod much since it's been so long since i've been working on it so i can't give a direct answer to that
I understand that now, however, at the time you simply stated the fact without specifying why, which led to confusion and our back and forth on the matter, especially since the wording of the config option doesn't specify either.
It reminded me of talking with my wife ๐ญ ๐
sorry.
At least I know what's happening now, thank you.
How long would it take to create or edit the string to turn off infecting?
masked enemy appear very rarely, how to make them appear more often?
Increase spawn % in the config file.
Iโve had it at 2% playing regularly for several months and my group of 8 agrees itโs a sweet spot. On easy moons we see a Masked every few runs, on hard moons we see one or more around half the time.
Thatโs just for reference tho, I could see 4% being a good default since when people first install the mod you want to make sure they see Masked fairly often.
We like it lower because if you see them every round theyโre less likely to trick you
hm that does sound pretty nice, i'll consider setting 2% as the default
i originally wanted it to spawn every round but i see why thats a bad default for most ppl
i set OverrideSpawnChance to 100 but they dont spawn
Check if you've got mods that affect spawn rates.
Turn off the spawn curve if you want a flat spawn rate.
Check if max # natural spawns isn't set to 0.
I set it to 4.2%.
In Japanese 4 = shi, and 2 = ni.
42 = shini = death, dying, dead, etc.
๐
Got flashbacks of a certain character hurling a barrage of knives upon reading the word.
i delete all mods and i have only mirage, but it still not work
Bit of a silly one, but you've got bepinex installed, yeah ?
And you're clicking on "start modded"?
yea, but i dont use r2modman
I'd recommend you do. Zero issues with the platform so far.
thanks
(or #1246088342458863618 )
I tried using r2modman but still they don't spawn
Bit weird, works for me, as long as you have bepinex.
Maybe post your config settings related to the masked entity for the mod dev to help you out when they're on.
i test it with friends and it work nicely, thank you
how's the progress on the AI stuff?
When masked kill you, you have 100% chance to turn into a masked.
It's When other enemies kill you the setting goes into effect I thought.
We've concluded this already. Check the recent messages.
Wording was misleading.
Yeah sorry didnt realise when I replied,
Thanks though. You would've saved me a lot of confusion if you'd messaged earlier ๐
